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Messages - Alaya

Pages: [1] 2
1
DF Gameplay Questions / Re: Amphibious assault
« on: October 08, 2012, 05:35:57 pm »
Cool, much appreciated.

2
DF Gameplay Questions / Re: Fire & Entry Questions
« on: October 07, 2012, 08:31:10 pm »
Is it a depot entry?

Because creatures on a restraint can move around the square one tile away from the rope, and sneakers often have to be immediately adjacent to one of your dwarves / animals to be spotted, a dog tied to the middle of a passageway could be on one side of it and something slip past on the other.

The "classic" solution is to have two dogs chained on either side of a three-tile-wide entry.  I hear that in the latest version, some uber-sneakers can get past this, but I haven't had a problem with it (yet).

3
DF Gameplay Questions / Amphibious assault
« on: October 07, 2012, 07:59:03 pm »
So I have a brook running under my perimeter wall.

If attackers bring amphibious mounts, will they be able to swim under the wall?  Or does the "floor" that enables dry-shod crossing act as a barrier to entry and/or resurfacing?

4
DF Gameplay Questions / Re: Unable to trade
« on: October 06, 2012, 10:25:21 pm »
Try selling lighter goods if you've got them.  Either that, or just make do with buying fewer goods.

5
DF Gameplay Questions / Re: Sealing up.
« on: October 06, 2012, 06:59:38 pm »
^ Awesome, Blucher, thank you.

6
DF Gameplay Questions / Re: magma sea
« on: October 04, 2012, 10:41:30 pm »
The wiki also says:

"Glass behaves somewhat oddly with magma, despite being strictly magma-safe (with a melting point of 13,600°U) - glass objects dropped into magma tend to disappear instantly (a property seemingly shared by every organic material), but built glass furniture will survive indefinitely when covered with magma."

7
Or can they spawn above the bridges, making this whole project almost worthless?

A question I'd be interested to know the answer for.

But if they can, and they're really ruining your plans, you could always mod all the [FLIER] tags out of the raws.

8
DF Gameplay Questions / Re: Dumbass slacker dwarves
« on: October 04, 2012, 07:19:25 pm »
Corpses. Corpses EVERYWHERE.

Is the stockpile for corpses or refuse?  You want refuse: corpse stockpiles are for dead dwarves.

Quote
though I DO have a bunch of slackers who won't touch stone either.... huh.

I don't think I've ever seen a dwarf take a stone to a stockpile without a wheelbarrow, although they'll lug them half way across the map to use at a workshop.  They certainly won't if you have wheelbarrows assigned to a stockpile, but no wheelbarrows, and a wheelbarrow is assigned to a stone stockpile by default.

Quote
I FEEL SO DUMB

I wouldn't worry, this game has a very steep learning curve.

9
DF Gameplay Questions / Re: Pets: worth the trouble?
« on: October 03, 2012, 10:24:00 pm »
I don't notice a difference in thoughts from migrants who have pastured pets vs having the pet follow them.

Thank you, that's helpful information.  I may do much the same as what you're doing.

10
DF Gameplay Questions / Re: No flux / coal?
« on: October 03, 2012, 10:18:52 pm »
This is purely my experience but:

I gave up looking for an embark that had both iron ore and all the other things I like.  And I am so glad.  Doing without iron ore has turned out to enhance my playing enjoyment enormously, to make trading and goblinite harvesting so much more important.  I have to earn my iron, full steel kit is something to work towards, rather than handed to me on a plate. I don't think I could go back to an "easy-iron" option now.  People say the same thing about aquifers.

Limitations are not necessarily a bad thing, and can be a spur to creativity.




11
DF Gameplay Questions / Re: Mark... well, archery... and fortifications.
« on: October 03, 2012, 10:06:24 pm »
Ah, and also, is there anyway to get rid of those corpses, I created a corpses stockpile but apparently
as the goblins are outside, dwarves don't even look at them.
Also none of the "corpses" are forbidden.

You'll need to make sure your dwarves are permitted to retrieve corpses from outside: o (Set Orders) -> r (Refuse) -> o (Dwarves Gather Refuse From Outside).  It's not enabled by default.

12
DF Gameplay Questions / Re: Mark... well, archery... and fortifications.
« on: October 03, 2012, 10:02:47 pm »
Q.1:
If I eliminate the up and down arrows (you know what I mean, right, never remember the correct names), that would work also
for enemies?
The question implies: will THIS idea work to "force" the attacks to be just like the arrow says?

Do you mean ramps? If so, then your design will force melee foes to attack from the desired direction, but archers may still rain death on you from above. 

13
DF Gameplay Questions / Re: Mark... well, archery... and fortifications.
« on: October 03, 2012, 09:59:11 pm »
As all Z levels count as a -1 range for archers

Y'know, I'd always thought that to be the case, but the wiki for the latest version suggests otherwise: "Dwarves will fire at targets 20 tiles away and are able to engage targets that are 3 z-levels up or down without any loss in firing distance."

14
DF Gameplay Questions / Re: A Dead Yak
« on: October 03, 2012, 09:27:34 pm »
I don't think you would have been able to butcher it anyway, as it's impossible to butcher tame animals that have died from anything other than slaughtering.

*ponders*

Was it a pet? You might need to bury it.

15
DF Gameplay Questions / Pets: worth the trouble?
« on: October 03, 2012, 08:11:21 pm »
I've never let my dwarves have (non-cat) pets before now; I didn't want the FPS hit or the resulting bad thoughts if they wandered into danger and wound up dead, defeating the purpose.  (Admittedly, I hadn't realized that dwarves can cope with their pets dying of old age.)  Boy, it's a pain you can't cage pets.

But pasturing seems to warrant a rethink.  I've read that pastured pets can generate spam as they try to follow their owners whenever they see them.  And then there are grazers, who would be most easily pastured in places few dwarves ever go.

So, to save myself some !!science!!: if a dwarf never sees his/her pet, does he/she still get the warm fuzzy thoughts?  (None of the migrants who arrived with pets I promptly sequestered have been comforted, but the fort's still young.) Can I pen the pet up in some pasture safely out of the way?  If not, and I grow some grass in the sculpture garden or the owner's bedroom to house it, will I die of spam?  Are vermin pets a viable option?

Is it all worth the trouble?

[EDIT: I may do some science with a pet duckling.]

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